CrimsonUI · Lesson 9 of 9
Show a Confirmation Dialog
Before you start
- Completed: Push Screens with Input Routing
Chapters
1. Ask the messaging subsystem
CrimsonMessagingSubsystem (a Local Player subsystem) owns dialogs. Call the async nodes Show Confirmation Yes No, Show Confirmation Ok Cancel, or Show Confirmation Custom — each fires its result pin with Confirmed, Declined, Cancelled, or Killed.
C++ builds a descriptor and passes a result delegate:
UCrimsonGameDialogDescriptor* Descriptor =UCrimsonGameDialogDescriptor::CreateConfirmationYesNo(Title, Message);Messaging->ShowConfirmation(Descriptor,FCrimsonMessagingResultDelegate::CreateUObject(this, &UMyScreen::OnConfirmed));
2. The dialog widget
The widget that appears is your subclass of `CrimsonConfirmationScreen`, assigned at Crimson UI → Confirmation Dialog Class (and ErrorDialogClass). It has four required BindWidget children — name them exactly: Text_Title, RichText_Description, EntryBox_Buttons, Border_TapToCloseZone.
What's next
You have the full core loop: HUD, screens, dialogs. The docs take it further — tag-driven widget visibility, world-space indicators, tabs and lists, drag-drop, and MVVM — each as a standalone How-To on this same foundation.